System and method for adding a skill aspect to games of chance

ABSTRACT

A system and methods are provided in which a certain level of the chance aspect of a game or other application is removed and a certain level of a skill aspect is added. This may be accomplished by using an indicator to establish a predetermined number of move numbers for one or more players in the game. For example, the indicator may be used to determine a first group of move numbers for a first player and a second group of move numbers for a second player. The players use the pre-established move numbers to advance according to the rules of the game. Depending on the particular embodiment, the move numbers within a group may be sequenced or non-sequenced. Move numbers may be replaced at each player&#39;s turn or when all or a subset of the move numbers of a group are used. Move numbers may be established by any type of indicator such as dice, dominos, or a random number generator. In some embodiments, move numbers may be traded in. Move numbers may or may not be visible at predetermined times to one or more players.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation of U.S. patent application Ser. No.10/193,817 filed Jul. 12, 2002, claiming the benefit of U.S. ProvisionalApplication No. 60/305,148 filed Jul. 13, 2001.

TECHNICAL FIELD OF THE INVENTION

The invention relates generally to games in which there is an aspect ofchance due to moves being based on randomly-generated numbers and, moreparticularly, to adding an aspect of skill to such games by adding alevel of predictability to the determination of the numbers on whichmoves will be based.

BACKGROUND OF THE INVENTION

Many conventional games are considered games of chance due to the factthat moves during the game are based on numbers that are randomlygenerated. For example, in backgammon, moves are made on the basis ofthe roll of a pair of dice. Typically, each die has six sides, each ofwhich has one or more dots representing the numbers one through six. Aroll of the pair of dice results in a combination of two numbers, eachof the two numbers being any number from one through six. Although thereare only a certain number of combinations for the pair of dice, anycombination can occur on any roll. In backgammon, a player moves piecesbased on this randomly-generated combination of numbers. If a playerrolls a two-six combination, for instance, the player may move one piecetwo spikes (i.e., spaces) and another piece six spikes. Optionally, theplayer may move one piece eight (two plus six) spikes.

Thus, in the conventional backgammon game, as in many games, thereexists a certain level of skill. The player must determine how best touse the number or numbers which are generated at the beginning of theplayer's turn. However, in conventional games, at the beginning of theplayer's turn, the player cannot predict with any certainty what thenumber or numbers will be which will govern how the player moves (orotherwise takes some action according to the rules of the particulargame).

There is a known version of backgammon according to the rules of which acertain level of predictability is added regarding the numbers by whichthe players will make moves. According to this known variation, the diceare replaced by standard dominos. Twelve dominos per players are alignedon each player's respective side of the backgammon board. The dominosrepresent dice rolls, which is possible because a standard domino has aside with two halves, each half having dots representing numbers. Eachplayer has the same number of dominos and both players can see all ofthe dominos, including the dominos to be used by the other player. Thedominos can be used by the players in any order they choose. Once agroup of the dominos is used, it is replaced by another group of twelvedominos.

SUMMARY OF THE INVENTION

The present invention is directed to a system and methods for removing acertain level of the chance aspect of a game or other application andadding a certain level of a skill. The game or application may involve auser that makes moves according to numbers provided by an indicator suchas a die, for example.

In one embodiment, the method includes using an indicator to determineone or more numbers and advancing a number of positions corresponding tothe one or more numbers. The using the indicator step may includeactivating the indicator a predetermined number of times to determine afirst sequence of one or more move numbers. The advancing step mayinclude advancing a first time by a number of positions corresponding tothe first move number of the first sequence of move numbers and thenadvancing a second time by a number of positions corresponding to thesecond move number of the sequence of move numbers.

In another embodiment, the method includes using an indicator a firsttime to determine one or more numbers and advancing a number ofpositions corresponding to the one or more numbers. The using theindicator step may include activating the indicator a predeterminednumber of times to determine a first group of one or more move numbers.The advancing step may include advancing a first time by a number ofpositions corresponding to a first move number of the first group ofmove numbers. The method may further include using the indicator asecond time to determine a substitute move number to replace the firstmove number of the first group of move numbers.

According to another embodiment a system is provided for executing agame or other application in which users make moves. The system mayinclude a processor and an application operable to be executed by theprocessor. The application may be operable to perform any method, or acombination of methods, as described herein and/or within the scope ofthe present invention.

The invention encompasses additional variations, features,modifications, and the like and is not intended to be limited to thespecific example embodiments described herein.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present invention and itsadvantages, reference is now made to the following description, taken inconjunction with the accompanying drawings, in which:

FIG. 1 is a flow chart representing a method in accordance with anembodiment of the present invention;

FIG. 2 is a flow chart representing a method in accordance with anotherembodiment of the present invention;

FIG. 3 is a flow chart representing a method in accordance with anotherembodiment of the present invention;

FIG. 4 is a flow chart representing a method in accordance with anotherembodiment of the present invention; and

FIG. 5 is a system operable to implement the methods of FIGS. 1-4, andvariations thereof, in accordance with an embodiment of the presentinvention.

DETAILED DESCRIPTION OF THE DRAWINGS

The present invention provides for replacing a certain amount of thechance aspect of a game with a certain level of predictability. Thisincreases the amount that skill affects the course and outcome of thegame. The detailed description is based mainly on the example ofbackgammon. However, various embodiments have applicability to othergames. Thus, various embodiments are intended to apply to any game inwhich moves (which may include movement of pieces, advancements, or anyother type of player activity) are determined at least in part by thegeneration of a number or combination of numbers. As described herein,the generation of a number is intended to include the generation of asingle number or multiple numbers such as a combination of numbers. Anumber can be generated by the activation of an indicator, such as adomino, a die (or multiple dice, such as a pair of dice), acomputerized, random-number generator, or any other indicator, which canprovide a number on which game moves can be based. The variousembodiments also apply to any application in which a move is based on anumber. Thus, the various embodiments also apply to applications thatmight not be strictly considered games.

According to an embodiment of the invention, and in connection with FIG.1, a method of playing a game is provided in which a certain level ofthe chance aspect of the game is replaced by a certain level of a skillaspect. According to the method, at step 10, an indicator is used todetermine a first group of move numbers. At step 12, the indicator isused to determine a second group of move numbers. The first and secondgroups of move numbers each includes one or more move numbers. Forexample, each of the first and second groups of move numbers may includefive move numbers. However, this is intended as an example only, and thegroups of move numbers may include any predetermined number of movenumbers. Preferably, the number of move numbers in the first group isequal to the number of move numbers in the second group. However, thenumber of move numbers in each group of move numbers can vary. In theexample shown in FIG. 1, only two groups of move numbers are determined.This might be preferable, for instance, if there are two players in thegame. However, more or fewer groups may be determined. For instance, itis possible for only one group of move numbers to be determined, even ifthere are two or more players. Alternatively, there may be more than twoplayers and it might be desirable to have a number of groups of movenumbers corresponding to the number of players. Further, the numbers ineach group may be sequenced in the order in which they were determinedby activation of the indicator.

At step 14, a first player's turn is determined. At step 16, the firstplayer advances a first time by a number of positions corresponding tothe first move number of the first group of move numbers. At step 18,the first move number used by the first player is removed from the firstgroup of move numbers. At step 20, it is determined whether any morenumbers exist in the first group of move numbers. If no more numbersexist, the method advances to step 22, where the indicator is used againto determine a new first group of move numbers. If at least one numberstill exists, then the method advances to step 24. At step 24, a secondplayer's turn is determined. At step 26, the second player advances afirst time by a number of positions corresponding to the first movenumber of the second group of move numbers. At step 28, the first movenumber used by the second player is removed from the second group ofmove numbers. At step 30, it is determined whether any more numbersexists in the second group of move numbers. If no more numbers exist,the method advances to step 32, where the indicator is used again todetermine a new second group of move numbers. If at least one numberstill exists, then the method returns to step 14. The first player wouldthen advance a second time by a number of positions corresponding to thesecond move number of the first group of move numbers. Play continues inthis manner until one of the players wins the game.

Thus, the players know in advance at least a certain number of movenumbers on which their moves will be based. Thus, an element ofpredictability is added, which in turn adds a skill aspect to the game.

According to another embodiment, as depicted in FIG. 2, a method isprovided, which is similar to that described in connection with theembodiment depicted in FIG. 1. At step 110, an indicator is used todetermine a first group of move numbers. At step 112, the indicator isused to determine a second group of move numbers. In this embodiment,each group of move numbers may or may not be sequenced according to theorder in which they were determined by activation of the indicator.

At step 114, a first player's turn is determined. At step 116, the firstplayer advances a first time by a number of positions corresponding to afirst move number selected from the one or more move numbers of thefirst group of move numbers. In the case where the move numbers aresequenced, the number selected would be the first move number of thesequence of move numbers in the first group. In the case where the movenumbers are not sequenced, the number selected may be any of the movenumbers of the first group. At step 118, the first move number selectedby the first player is removed from the first group of move numbers. Atstep 120, the indicator is used to determine a new number to be includedin the first group of move numbers. If the move numbers are sequenced,then the new number is added to the end of the sequence. If the numbersare not sequenced, then the new number is simply available for use bythe first player as are all the rest of the numbers in the first groupof move numbers. At step 122, a second player's turn is determined. Atstep 124 the second player advances a first time by a number ofpositions corresponding to a first move number selected from the one ormore move numbers of the second group of move numbers. In the case wherethe move numbers are sequenced, then the number selected would be thefirst move number of the sequence of move numbers in the second group.In the case where the move numbers are not sequenced, the numberselected may be any of the move numbers of the second group. At step126, the first move number selected by the second player is removed fromthe second group of move numbers. At step 128, the indicator is used todetermine a new number to be included in the second group of movenumbers. If the move numbers are sequenced, then the new number is addedto the end of the sequence. If the numbers are not sequenced, then thenew number is simply available for use by the first player as are allthe rest of the numbers in the second group of move numbers. The methodthen returns to step 114. Play continues until one of the player winsthe game.

According to another embodiment, as depicted in FIG. 3, another methodis provided. At step 210, an indicator is used to determine a firstgroup of move numbers. At step 212, the indicator is used to determine asecond group of move numbers. In this embodiment, each group of movenumbers is preferably sequenced according to the order in which theywere determined by activation of the indicator.

At step 214, a first player's turn is determined. At step 216, the firstplayer may, at his option, trade in a certain number of move numbersfrom the first group of move numbers. The number of move number whichmay be traded in may be predetermined, or may be based on a certaincriteria, such as how many moves the player has made or whether thefirst player is winning or losing. As an alternative, the first playermay trade in up to a certain number of move numbers. The trading in ofmove numbers may be done in a manner similar to that of trading in cardsin a draw poker game. The traded-in move numbers are replaced withsubstitute move numbers, which are thus added to the first group.Preferably, the number of substitute move numbers equals the number oftraded-in move numbers. However, the number of substitute move numberscan be different from the number of traded-in move numbers.

At step 218, the first player advances a first time by a number ofpositions corresponding to the first move number of the first group ofmove numbers. At step 220, the first move number used by the firstplayer is removed from the first group of move numbers. At step 222, itis determined whether any more move numbers exist in the first group ofmove numbers. If no more move numbers exist, the method advances to step224 where the indicator is used again to determine a new first group ofmove numbers. If at least one move number still exists, then the methodadvances to step 226. At step 226, a second player's turn is determined.At step 228, the second player may, at his option, trade in a certainnumber of move numbers from the second group of move numbers. The sameconsiderations apply here as in the case of the trading in optionavailable to the first player as described above. At step 230, thesecond player advances a first time by a number of positionscorresponding to the first move number of the second group of movenumbers. At step 232, the first move number used by the second player isremoved from the second group of move numbers. At step 234, it isdetermined whether any more move numbers exists in the second group ofmove numbers. If no more move numbers exist, the method advances to step236, where the indicator is used again to determine a new second groupof move numbers. If at least one move number still exists, then themethod returns to step 218. The first player would then advance a secondtime by a number of positions corresponding to the second move number ofthe first group of move numbers. Play continues until one of the playerswins the game.

According to another embodiment, as depicted in FIG. 4, another methodis provided that is similar to the method described in connection withFIG. 3. In this embodiment, at step 310, an indicator is used todetermine a first group of move numbers. At step 312, the indicator isused to determine a second group of move numbers. In this embodiment,each group of move numbers may or may not be sequenced according to theorder in which they were determined by activation of the indicator.

At step 314, a first player's turn is determined. At step 316, the firstplayer may, at his option, trade in a certain number of move numbersfrom the first group of move numbers. In the case of sequenced movenumbers, the substitute move numbers would preferably be located in thesequence in positions corresponding to the traded-in numbers theyreplace. Alternatively, they could be added to the sequence according tosome other rule, such as being placed at the end in the order in whichthe substitute move numbers are determined or otherwise selected. In thecase of a non-sequenced group of move numbers, the substitute movenumbers are simply added to the group of move numbers to be availablefor moves as are any of the other move numbers within the group of movenumbers.

At step 318, the first player advances a first time by a number ofpositions corresponding to a first move number selected from the one ormore move numbers of the first group of move numbers. In the case wherethe numbers are sequenced, then the number selected would be the firstmove number of the sequence of move numbers in the first group. In thecase where the numbers are not sequenced, the number selected may be anyof the move numbers of the first group. At step 320, the first movenumber selected by the first player is removed from the first group ofmove numbers. At step 322, the indicator is used to determine a new movenumber to be included in the first group of move numbers. If the movenumbers are sequenced, then the new move number is added to the end ofthe sequence. If the numbers are not sequenced, then the new move numberis simply available for use by the first player as are all the rest ofthe move numbers in the first group of move numbers.

At step 324, a second player's turn is determined. At step 326, thesecond player may, at his option, trade in a certain number of movenumbers from the first group of move numbers. The same considerationsfor trading in move numbers apply here as discussed above. At step 328,the second player advances a first time by a number of positionscorresponding to a first move number selected from the one or more movenumbers of the second group of move numbers. In the case where the movenumbers are sequenced, then the move number selected would be the firstmove number of the sequence of move numbers in the second group. In thecase where the move numbers are not sequenced, the move number selectedmay be any of the move numbers of the second group. At step 330, thefirst move number selected by the second player is removed from thesecond group of move numbers. At step 332, the indicator is used todetermine a new move number to be included in the second group of movenumbers. If the move numbers are sequenced, then the new move number isadded to the end of the sequence. If the numbers are not sequenced, thenthe new move number is simply available for use by the first player asare all the rest of the move numbers in the second group of movenumbers. The method then returns to step 318. Play continues until oneof the player wins the game.

According to another embodiment, any of the methods described herein maybe employed, except that the numbers determined by the indicator are notimmediately revealed to the players. For example, if the methoddescribed in connection with FIG. 1 is employed, at steps 10 and 12,respectively, the indicator is used to determine first and second groupsof move numbers. However, none of the move numbers is visible to eitherplayer until it is a player's turn to move. When it is determined, forinstance, that it is the first player's turn to move for the first time,the first move number in the sequence would then be made visible to theplayers. None of the other move numbers of either the first or secondgroups of move numbers would be visible; although, they would already bedetermined. In an embodiment in which the groups of move numbers werenot sequenced, the player would select one of the determined (yet notvisible) move numbers. Then that move number would be made visible tothe players. If dominos were being used as an indicator, for example,the dominos would be selected, but would remain face down until a playerchose one for a given move.

According to another embodiment, a game or other application isprovided. The game or other application comprises rules to implement anyof the methods describe herein.

According to another embodiment, a system is provided for implementing agame or other application which, in turn, implements any of the methodsdescribed herein. Preferably, as depicted in FIG. 5, the system 400comprises an input device 412, an output device 414, a processor 416, adatabase 418, and memory 420. Input device 412 may include a pointingdevice such as a mouse, a track pad, a keyboard, and the like. Also,input device 412 may include a combination of these devices. Outputdevice 414 may include a monitor, a printer, and the like, or anycombination of such devices. Output device 414 is preferably operable toprovide indications of moves, status, options, and any other relevantgame or application information that may be useful to a user (orplayer).

Memory 420 includes computer software that my be executed by processor416. The computer software may generally be identified by modules inmemory 20. It will be understood that the computer software may beotherwise combined and/or divided for processing within the scope of thepresent invention. While only one processor is depicted, it should beunderstood that system 400 may comprise multiple processors. Further,any appropriate software platform may be utilized including functionalor object-oriented programming.

The computer software may be loaded into memory 420 from disk storage(not explicitly shown). Disk storage may include a variety of types ofstorage media. For example, disk storage may include floppy disk drives,hard disk drives, CD or DVD drives, magnetic tape drives, or any othersuitable storage media.

Database 418 preferably includes computer records that may be generallyidentified by tables. It will be understood that the computer recordsmay be otherwise combined and/or divided within the scope of the presentinvention.

Preferably, one or more applications 422 are provided and are operableto be executed by processor 416. An application(s) 422 is preferablyoperable to perform any of the methods described herein, or anycombination thereof, with input provided by a user (e.g., a player)through input device 412.

System 400 may be any type of computer system or other type of systemoperable to implement at least one of the methods described herein.System 400 may be an Internet- or Web-based system, for example, inwhich the application 422 might be executed on a server. It will beunderstood that system 400 may be otherwise configured within the scopeof the present invention. For example, system 400 may operate as a standalone system or may operate as a client-server networked system. Also,system 400 may operate in a network environment such as a LAN, WAN,intranet, extranet, or Internet.

In an alternative embodiment to any of the methods described above,system 400 automatically generates move numbers, and presents movenumbers, or options (such as trading in move numbers) to a user. Inanother alternative embodiment to any of the methods described above,system 400 can automatically ensure that the total of the move numbersof one group of move numbers equals the total of any other group of movenumbers. This ensures that each player has essentially the same totalnumber of available moves, thereby further replacing a chance aspectwith an aspect of skill. Optionally, system 400 can ensure that thetotal of move numbers of one group are within a predetermined range ofthe total of move numbers of another group.

Although the present invention has been described in severalembodiments, a myriad of changes and modifications may be suggested toone skilled in the art, and it is intended that the present inventionencompass such changes and modifications as fall within the scope of thepresent appended claims.

1-24. (canceled)
 25. An apparatus comprising: at least one processor;and at least one memory having instructions stored thereon which, whenexecuted by the at least one processor, direct the at least oneprocessor to: determine a first sequence of move numbers comprising aplurality of non-zero numbers, wherein a first player of a game advancesa first time, in a first turn of the first player, by a number ofpositions corresponding to a move number of the first sequence of movenumbers; after the first sequence is determined and after the firstplayer advances a first time by a number of positions corresponding to amove number of the first sequence of move numbers, enable a secondplayer of the game to advance in a first turn of the second player; andafter the second player advances in a first turn of the second player,enable the first player to advance a second time, in a subsequent turnof the first player, by a number of positions corresponding to anothermove number of the first sequence of move numbers.
 26. The apparatus ofclaim 25, wherein the first move number of the first sequence is notused to enable any player of the game to advance more than once duringadvancements corresponding to the first sequence of move numbers, andwherein the act of determining a first sequence of move numberscomprises activating an indicator a predetermined plurality of times.27. The apparatus of claim 25, wherein the act of determining a firstsequence of move numbers comprises activating an indicator apredetermined plurality of times, and wherein the indicator comprises atleast one of (i) one or more die and (ii) one or more dominos.
 28. Theapparatus of claim 25, wherein each player participates in the game bytaking turns, and wherein one or more move numbers of the first sequenceof move numbers is visible to a respective player at times during thegame other than the respective player's turn.
 29. The apparatus of claim25, wherein a user participates in the game by taking turns, and whereinmove numbers are invisible to the user until selected by the user uponthe user's turn, wherein the act of determining a first sequence of movenumbers comprises activating a random-number generator a predeterminedplurality of times.
 30. The apparatus of claim 25, in which theinstructions, when executed by the at least one processor, furtherdirect the at least one processor to: receive from the first user arequest to exchange one or more move numbers for one or more substitutemove numbers; and exchange one or more move numbers for one or moresubstitute move numbers.
 31. The apparatus of claim 25, in which the actof determining a first sequence of move numbers comprises activating anindicator a predetermined plurality of times, and in which the methodfurther comprises activating the indicator a predetermined number oftimes to determine a second sequence of one or more move numbers. 32.The apparatus of claim 31, wherein the total of the move numbers of thefirst sequence of move numbers is within a predetermined range of thetotal of the move numbers of the second sequence of move numbers. 33.The apparatus of claim 31, wherein the total of the move numbers of thefirst sequence of move numbers equals the total of the move numbers ofthe second sequence of move numbers.
 34. An apparatus comprising: atleast one processor; and at least one memory having instructions storedthereon which, when executed by the at least one processor, direct theat least one processor to: prior to a first move by a first user,determine a first group of move numbers for the first user, wherein thefirst user advances a first time by a number of positions correspondingto at least one of the first group of move numbers; after the first useradvances a first time by a number of positions corresponding to at leastone of the first group of move numbers, determine one or more substitutemove numbers; receive a request to exchange at least one of the firstgroup of move numbers with at least one of the one or more substitutemove numbers; and responsive to the request, exchange, by the at leastone processor, at least one of the first group of move numbers with atleast one of the one or more substitute move numbers.
 35. The apparatusof claim 34, wherein the act of determining the first group of movenumbers comprises activating an indicator a predetermined plurality oftimes, wherein the act of determining one or more substitute movenumbers comprises activating the indicator at least one second time,wherein the act of activating the indicator at least one second time isaccomplished after the first user advances a first time.
 36. Theapparatus of claim 35, further comprising causing the first player toadvance a second time by a number of positions corresponding to a secondmove number of the first group of move numbers.
 37. The apparatus ofclaim 34, wherein the act of determining the first group of move numberscomprises activating an indicator a predetermined plurality of times,and wherein the indicator comprises at least one of (i) one or more dieand (ii) one or more dominos.
 38. The apparatus of claim 34, whereineach player participates in the game by taking turns, and wherein one ormore move numbers of the first group of move numbers is visible to arespective player at times during the game other than the respectiveplayer's turn.
 39. The apparatus of claim 34, wherein each player of thegame participates in the game by taking turns with the other players ofthe game, and wherein move numbers are not disclosed to a respectiveplayer until selected by the respective player upon the respectiveplayer's turn.
 40. The apparatus of claim 34, in which the act ofdetermining the first group of move numbers comprises activating arandom-number generator a predetermined plurality of times, and in whichthe instructions, when executed by the at least one processor, furtherdirect the at least one processor to activate the indicator apredetermined number of times to determine a second group of one or moremove numbers.
 41. The apparatus of claim 41, wherein the total of themove numbers of the first group of move numbers is within apredetermined range of the total of the move numbers of the second groupof move numbers.
 42. The apparatus of claim 41, wherein the total of themove numbers of the first group of move numbers equals the total of themove numbers of the second group of move numbers.
 43. The system ofclaim 34, in which the instructions, when executed by the at least oneprocessor, further direct the at least one processor to: communicate thefirst sequence of move numbers to the first player during the game, inwhich the first sequence of move numbers are not communicated to asecond player of the game during the game.
 44. The system of claim 34,in which the instructions, when executed by the at least one processor,further direct the at least one processor to: communicate the firstsequence of move numbers to the first player and a second player of thegame during the game.
 45. The system of claim 34, wherein the act ofdetermining the first group of move numbers comprises activating anindicator a predetermined number of times; wherein the act ofdetermining one or more substitute move numbers comprises activating theindicator to determine one or more substitute move numbers; and in whichthe instructions, when executed by the at least one processor, furtherdirect the at least one processor to: before the act of causing a playerto advance by the number of positions, cause at least one indicatorrepresenting the first group of numbers to be displayed to the firstplayer and the second player.
 46. The system of claim 34, in which therequest is received from the first player, and in which theinstructions, when executed by the at least one processor, furtherdirect the at least one processor to: before replacing the one or moreof the move numbers, determining a number of move numbers of the firstgroup which may be replaced based on at least one of (i) how many movesthe first player has made prior to receiving the request and (ii)whether the first player is winning or losing the game at the time therequest is received.
 47. A method comprising: determining, by at leastone processor in electronic communication with at least one processor, afirst sequence of move numbers comprising a plurality of non-zeronumbers; after the first sequence is determined and after a first playerof a game advances a first time, in a first turn, by a number ofpositions corresponding to a move number of the first sequence of movenumbers, enabling, by the at least one processor, a second player of thegame to advance in a first turn of the second player; and after thesecond player advances in a first turn of the second player, enabling,by the at least one processor, the first player to advance a secondtime, in a subsequent turn of the first player, by a number of positionscorresponding to another move number of the first sequence of movenumbers.